2004
Yves Abrioux approaches Woman and Men (1987) as an extended novelistic medition on cognition and action.
Adrian Miles on themes of print vs. digital, engagement vs. immersion, easy vs. difficult, and affect vs. effect, as they appear in section five of First Person.
Ian Demsky on Joseph McElroy's Ancient History and welcome interruptions.
It's "Game Time." Here in section four we see what the dynamics of time and space have to do with the games people play.
Henry Jenkins uses narrative space to distinguish between different tale-ends.
Jesper Juul maps the "flow" state of gameplay onto innerspace and elsewhere.
Applying games to games, Celia Pearce uses The Sims to showcase six keywords.
Eric Zimmerman whips "four naughty concepts" into disciplinary shape.
Slavoj Žižek addresses the situation of post-9/11 global politics - and his own, controversial, theories of the political - in this interview with Eric Dean Rasmussen.
Jane McGonigal goes mobile with a "transformational agenda" shift for Cyberdrama.
Theories of performance, training, and psychology explain simulation - or do they? - in the third section of First Person.
Ian Bogost, the co-designer of The Howard Dean for Iowa Game (along with First Person contributor Gonzalo Frasca), deconstructs section three.
Simon Penny re-collects the dimensions of simulation-as-training in martial arts, football, and ballet (not to mention computer games).
On the occasion of the 2003 Fitzpatrick O'Dinn Award publication, Alan Sondheim asks some questions of formally constrained literature. The more strict the constraints, the more open, free, and plentiful the questions.
An Internet response to Simon Penny that separates the transfer of gaming skills from ethics.
Do violent games train us for violence? Drawing on social psychology and cognitive science, Simon Penny examines the "ethics of simulation."
Mark Barret cautions against reinventing the wheel in this riposte to Cyberdrama and to Janet Murray's essay.
Julian Raul Kucklich points out the virtues of interdisciplinarity cooperation for ludologists.
Gonzalo Frasca's proposal for videogames that address "critical thinking, education, tolerance, and other trivial issues."

